The other day I posted that I kicked off my Star Wars game using the Black Hack rules. The classes I used are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit. I then posted my Bionic Soldier, Mercenary, and Scoundrel classes on the blog.
Today I’m putting up the Assassin and Scout classes.
Assassin
Starting HP: 1d8+4
Hit Points Per Level/Resting: 1d8 HP/lvl
Weapon and Armor: light armor and all weapon
Weapon Damage: 1d8/1d6 Improvised
SPECIAL FEATURES
DEADLY AIM: If the Assassin has a sniper rifle (laser or ballistic) and does nothing but aim at a target for three rounds, their shot is deadly accurate. If the Assassin attack lands, the target is killed instantly. If the attack misses, the Assassin’s attack is still considered a success and deals 2d6+the Assassin’s level damage.
DEADLY STRIKE: If the Assassin has a small blade (either a dagger or mono-dagger), studies a target for three rounds, and successfully sneaks up on a target their attack is deadly accurate. If the Assassin attack lands, the target is killed instantly. If the attack misses, the Assassin’s attack is still considered a success and deals 2d6+the Assassin’s level damage.
HAND-TO-HAND COMBAT: Assassins are highly trained in hand-to-hand combat and deal weapon damage with their fists.
STEALTH: Assassins live in the shadows. Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently understanding written languages and opening locks.
Network (4th): The Assassin is part of a complex network of Spies, Informants, and Fences. Once per session an Assassin can contact a person for a piece of information, attempt to find supplies, find a job (or kill contract), etc. The GM will determine the availability of such things.
Leveling Up:
Roll all Attributes to see if they increase, roll twice for DEX or WIS
STARTING EQUIPMENT
Weapons: Blaster pistol, Blaster rifle, and vibro-knife
ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)
ADDITIONAL: Ammo for blaster pistol and blaster rifle, communicator, smokebomb (usage die d4), rope (20ft) and grappling hook, and Medstim (1 Hit Dice of HP restored).
Scout
Starting HP: 1d8+4
Hit Points Per Level/Resting: 1d8 HP/lvl
Weapon and Armor: Light and medium armor and their weapons are limited to clubs, daggers, spear, staff, sword, bows, crossbows, vibro-knives, vibro-swords, firearms, blaster pistols, carbines, and blaster rifles.
Weapon Damage: 1d6/1d4 Unarmed or Improvised
SPECIAL FEATURES
DEADLY AIM: If the Scout has a laser rifle (laser or ballistic) and does nothing but aim at a target for 2 rounds their shot is extremely accurate. The Scout automatically hits and deals 2d6+the Scout’s level damage.
RUGGED SURVIVALIST: A Scout knows how to survive and fight in nature. Any type of task that is nature related falls into the realm of the Scout. This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, moving silently, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat most natural poisons and toxins. Depending on what activity the Scout is attempting will determine which Attribute is being rolled, which will be made with Advantage. When finding food a Scout can find it in half the time a normal individual would take.
KEEN OBSERVER: Scouts roll WIS tests with Advantage when attempting to spot a creature in hiding or on saves to discover a creature/enemy attempting to sneak up on them.
UNHINDERED MOVEMENT: Scouts have learned how to maneuver in natural obstructions like craggy hills, thick underbrush, etc. A Scout’s movement is unimpeded when moving in any of these type of terrains.
SCOUT MASTER (4th): When a Scout reaches 4th level they have established a company of fellow scouts that are exploring or infiltrating other worlds. These scouts can be called for aid at any time (although how long it will take them to arrive is up to the GM). The scouts can also give information to the PC about a world the characters are traveling to, giving them intimate knowledge about the place. The scouts may contact their leader from time to time with interesting locations and plot hooks that have come their way.
Leveling Up:
Roll all Attributes to see if they increase, roll twice for DEX or WIS
STARTING EQUIPMENT
Weapons: Blaster pistol, Blaster rifle, and knife
ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)
ADDITIONAL: Ammo for blaster pistol and blaster rifle, communicator, bandoleer, tent, sleeping bag, headlamp, breath mask, and Medstim (1 Hit Dice of HP restored).
